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The use of a spell-point system slightly skews the effectiveness
of healing magic in the game. At lower levels it is often more cost-effective
in terms of spell-points to cast several lower level cure spells
than one higher level cure spell. I don't think this is appropriate,
and so I have made some modifications to the amount of hit points
restored by healing spells.
As a result the power of cure spells is less dependent on caster
level. Obviously, spell-casters still need to be of a high enough
level to cast a spell, but there is no ascending bonus to accompany
the die roll. In this respect, I have taken a step back to the second
edition game, but I think this is all to the good.
Summary of Changes to Healing Spells
The following table summarises the changes made to healing spells.
Following the tabel a some further caveats concerning the use of
spells in the game. As a note, the corresponding inflict
or repair spell damages or mends the same number of hit points.
|
Spell
|
Hit Points Restored
|
|
Standard Rules
|
House Rules
|
|
Cure Minor Wounds
|
1
|
1
|
|
Cure Light Wounds
|
1d8 +1/level (max +5)
|
1d8
|
|
Cure Moderate Wounds
|
2d8 +1/level (max +10)
|
3d8
|
|
Cure Serious Wounds
|
3d8 +1/level (max +15)
|
5d8
|
|
Cure Critical Wounds
|
4d8 +1/level (max +20)
|
7d8
|
|
Heal
|
10/level (max 150)
|
10/level (max 150)
|
|
Mass Cure Light Wounds
|
1d8 +1/level (max +25)
|
3d8
|
|
Mass Cure Moderate Wounds
|
1d8 +2/level (max +30)
|
5d8
|
|
Mass Cure Serious Wounds
|
1d8 +3/level (max +35)
|
7d8
|
|
Mass Cure Critical Wounds
|
1d8 +4/level (max +40)
|
9d8
|
|
Mass Heal
|
10/level (max 250)
|
10/level (max 250)
|
Cure Minor Wounds: this spell can only be used once per
target per encounter regardless of how badly or lightly wounded
a victim is. I know this is a little artificial but blatantly necessary
given the fact that cure minor wounds is an orison that requires
no spell points to cast.
(Mass) Cure Serious Wounds: In addition to the stated effects
of this spell, it can also repair one broken bone.
(Mass) Cure Critical Wounds: In addition to the stated effects
of this spell, it can also repair multiple broken bones with a single
casting.
(Mass) Heal: In addition to the stated effects of this spell,
it can also repair multiple broken bones with a single casting.
A Note on Druid Spellcasters
Under my system druids gain access to healing spells at exactly
the same level as standard clerics. I have done this because clerics
in my system do not necessarily have access to healing magic, and
therefore penalising the druid in respect to the cleric is a redundant
notion. It also throws off the working I did to equate hit points
healed with spell points spent.
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